• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
« Previous 1 … 51 52 53 54 55 Next »
Shieldbusters

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Poll: Should they be removed from the mod? Post your reasons!
You do not have permission to vote in this poll.
Yes, they should be removed.
17.92%
38 17.92%
No, they should stay.
82.08%
174 82.08%
Total 212 vote(s) 100%
* You voted for this item. [Show Results]

Pages (8): 1 2 3 4 5 … 8 Next »
Shieldbusters
Offline Virus
11-26-2007, 06:39 AM, (This post was last modified: 11-27-2007, 12:30 AM by Virus.)
#1
Member
Posts: 4,311
Threads: 257
Joined: Oct 2005

Igiss Wrote:Shieldbusters. First of all, there won't be any new ones in 4.84. Second, about the energy requirements. To be honest, I don't like the presence of high-level shield busters at all. If I could, I'd remove them completely, but then people would kill me. Generally, the point is to make anti-shield weapons have same efficiency against shields that normal weapons have against hull. Which is logical, and does involve increasing energy requirements, given the massive amount of shield damage that those weapons deal.

I thought this needed more looking into than would be allowed in the balance thread. Should we keep shield busters in the game?


I personally say they should go. I think we should get rid of all shield busters, including the Inferno and Capital ship weaponry. If we remove them, it gives each faction the same disadvantage. Nova/Supernova shield damage would have to be upped a little to compensate. In the long run, removing shield busters levels the playing field for each faction. Removing someone's shields isn't an impossible feat, and the pirate faction that does have access to the only decent fighter shield buster (the "Del Cid" line) has very, very nice weapons. Removing shield busters eliminates an entire layer of balancing issues.

I'd like to see what the general consensus is... After all, I remember when we discussed making players lootable, I was highly against this move but when I experienced it I found it to be a pleasant change.

EDIT: Confusing wording fixed.

[Image: virussig3.png]
Into the Maelstrom - A Measure of Salvation - Reaver Company Database
Reply  
Offline bluntpencil2001
11-26-2007, 06:43 AM, (This post was last modified: 11-26-2007, 06:47 AM by bluntpencil2001.)
#2
Member
Posts: 5,088
Threads: 66
Joined: May 2007

If we take out these special Corsair weapons, we may as well make everyone fly the same ships, too.

Del Cids are Corsairs' special little number, almost making up for the Titan sucking. Nearly every faction has its special little tricks and character to them, no point removing the Corsairs'. It doesn't really affect balance in any extreme way in my opinion... the Rheinland Military still hammered the Brotherhood and their Tizonas and Coladas.

Making every faction the same would be boring.

To be honest, this seems to be a complaint relating to Rheinland's weak weaponry, which, to an extent, is fair enough... but as a House Military, they get access to Advanced Debilitators (they rock, trust me) and they also have Wraths, which are damned hard to kill. You can't have it all.

[Image: sig-9566.jpg]
  Reply  
Offline Monk
11-26-2007, 06:45 AM,
#3
Member
Posts: 909
Threads: 48
Joined: Aug 2007

Ahm confused by your statement "I personally say no". After reading the rest of your post i guess you mean yes, they should go. I really think they should be removed as they really make having shields rather pointless in some situations. Or, and I would rather not see it happen, more factions should have access to more firepower than just adv. debbies. The shileld buster supernova combo is just powerplay....duel it out i say...
Reply  
Offline Meiun
11-26-2007, 06:56 AM,
#4
Member
Posts: 149
Threads: 18
Joined: Sep 2007

I voted no, let them stay in the game unmodified. Why create more work than is necessary. Don't UP the shield ante any further! Leave both shields and shieldbusters alone IMO... and, I don't think more shieldbuster weps are needed. Just leave it be.

[Image: meiun_haz_sig_2.png]
Perspective||DSV-Dauntless||Apocolypse||Razalgul||Joe.Smith
Reply  
Offline RickJames
11-26-2007, 07:29 AM,
#5
Member
Posts: 439
Threads: 35
Joined: Oct 2007


My shields go fast on my fighter..but so do most people I think. It makes things very interesting and fun to me. Dodging till they recharge a little. I like it.

If shields took a long time to fall for either player..it seems like it would take away from the intensity of a dogfight. And prolong things to much. But thats just my opinion since ya asked.

Of course this is just fighter level I'm talking about.

Capship wise I've yet to see "OMG how did you do that!" Usually that only happens if your not a good captain. There is good balance I think between the massive Infernos and Mortars and their power consumption, refire, and recharge. Sure..a person can take my shields down fast.but for a capship..thats not even half the battle.

I have zero exp with gunboats, bomber, or cruiser/destroyer pvp.
Reply  
Offline Qunitinius~Verginix
11-26-2007, 07:32 AM,
#6
Member
Posts: 2,777
Threads: 61
Joined: Aug 2006

Remove them, but I think then leave the Inferno for the torp slot, and make it a weapon more accesable to mroe factions.

Verg

[Image: qvsigaz9.gif]
  Reply  
Offline Stratus
11-26-2007, 08:11 AM,
#7
Member
Posts: 121
Threads: 0
Joined: Mar 2007

I say leave them be, Having Adv. Debs or Del Cids on your ship may just make you uber at taking down sheilds, but thats one less gun slot you can devote to being able to scratch the hull. At the end of the day it all comes down to each individual's technique as to whether or no they use them, and taking that sort of variety out of the mod is not whats needed imo.

[Image: u3cld.jpg]
  Reply  
Offline ghostcat
11-26-2007, 09:09 AM,
#8
Member
Posts: 520
Threads: 33
Joined: Dec 2006

Keep them, with a few tweaks. Yes inferno is very strong, but so what? Just use a light fighter to dodge every shot, while taking down the fighter. This is just promoting variety in ship types.

My major shieldbuster gripe is the Debii. Although it's the only lawful shieldbuster, it doesn't match any gun for speed aside for the BHs.

........Once more unto the breach, dear friends, once more;..........But when the blast of war blows in our ears,.....
........Or close the wall up with our English dead...........................Then imitate the action of the tiger;.................
........In peace there's nothing so becomes a man........................Stiffen the sinews, summon up the blood,.........
........As modest stillness and humility:........................................Disguise fair nature with hard-favour'd rage!....
Dasher
"Another popup faction. Great. What's wrong with my popup blocker?" - Denelo
"Oh come on, slow and steady doesn't win any races, fast and steady does."
[Image: socksaredeadly.jpg][Image: space.jpg]
Back, if I can get this thing working!
  Reply  
Offline McNeo
11-26-2007, 09:13 AM,
#9
Member
Posts: 3,424
Threads: 52
Joined: Aug 2006

I sympathize with you to an extent Virus, but what I don't get is you want to "level the playing field" when its one of the Corsairs advantages to counter their target titan, as I like to call it.

Maybe you don't know, but its pretty hard to fly a Titan well compared to a wrath. A wrath has a damn tiny hitbox, and turns like its hair is on fire, and its the only hitbox my aim has problems with. Even so, to compensate for this ship you got, the weapons you have do suck. So what I say is this. Two Debbies and Three Hornviper's, or Three (upgrade of the flamecurse). As I see it, the RM have already "leveled the playing field" because I just see the compensation in the commonness of Codie guns on most RM fighters compared to other factions.

Also, that is a fair point. In fighter-fighter combat, you lose two gun slots if you put in two tizzies/two debs on your ship. To limit this, I have 1 Colada instead, but it shows a difference. I find it far easier with Outcast Alliance ships (yes I do have them) because of the inferno, in fighter-fighter combat, as I can rip through hull so fast.

But I think a neccessary addition to the shield busters is the Hvy Debilitator to give some level 9 firepower to those who aren't Corsair...
  Reply  
Offline majkp
11-26-2007, 10:44 AM,
#10
Member
Posts: 1,437
Threads: 133
Joined: Aug 2006

I voted no.

There are other ways to balance the FL universe than delete every weapon/ship/equipment that steps out of average. This way we could end with deleting all ships and forcing everyone to fly a Starflyer with basic guns. I know I am exaggerating a bit but I believe every faction should have something unique, why should all be the same?
Reply  
Pages (8): 1 2 3 4 5 … 8 Next »


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2026 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode